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Origin

Company

Documents about Origin

Cover of From Artist to CEO | Concept Art House Origin Story and Inside Tour
19 min
GameMakers19 min

From Artist to CEO | Concept Art House Origin Story and Inside Tour

Concept Art House is a high-end art service provider for the gaming industry, specializing in concept art, illustration, 3D modeling, and marketing assets.

  • Concept Art House, founded in 2006, has scaled from a six-person team to over 70 staff members, providing art services for major clients including Blizzard, EA, Sony, and Wizards of the Coast.
  • The mobile gaming sector drives 70% of the company's output, with production budgets for individual mobile titles now reaching as high as $40 million.
  • The studio operates a distributed business model with a San Francisco headquarters and significant production facilities in Shanghai, utilizing Jira, Shotgun, and Basecamp to manage international workflows.
GameMakersJun 2019
Cover of *The Most* Famous Mobile Gaming Blog - Deconstructor of Fun | Origin Story with Miska Katkoff
15 min
GameMakers15 min

*The Most* Famous Mobile Gaming Blog - Deconstructor of Fun | Origin Story with Miska Katkoff

Deconstructor of Fun serves as a prominent industry platform dedicated to the analysis of mobile free-to-play gaming, focusing primarily on the mechanics of monetization and market performance.

  • Deconstructor of Fun functions as a specialized analytical platform for the mobile free-to-play industry, prioritizing technical deep-dives into monetization mechanics and market performance over general news.
  • The platform has scaled to include a network of over 115 contributors who produce content and host the 'This Week in Games' podcast.
  • The blog serves as a professional portfolio for contributors, where public documentation of analytical processes and industry insights frequently leads to career advancement and recruitment opportunities.
GameMakersApr 2019
Cover of Where Do Your Fortnite Dollars Really Go? - The Origin Story of Tim Sweeney - Extra Credits
6 min
Extra Credits6 min

Where Do Your Fortnite Dollars Really Go? - The Origin Story of Tim Sweeney - Extra Credits

Tim Sweeney, the founder of Epic Games, has utilized his significant wealth generated from the success of titles like Fortnite to become one of the largest private landowners in North Carolina.

  • Epic Games founder Tim Sweeney has utilized wealth from titles like Fortnite to acquire nearly 40,000 acres of land in North Carolina for conservation purposes.
  • Sweeney’s land holdings exceed the total geographic size of the country of Liechtenstein.
  • In 2016, Sweeney donated $15 million to reroute power lines away from the ecologically sensitive Box Creek Wilderness.
Extra CreditsMar 2019
Cover of Overwatch League Finals Report
Article

Overwatch League Finals Report

The Overwatch League (OWL) Grand Finals at the Barclays Center serve as a primary case study for the current state of the esports industry, demonstrating that high-budget, publisher-led competitive gaming can successfully cultivate a dedicated fanbase and diversify revenue streams.

  • The esports sector is seeing significant capital investment, highlighted by Meg Whitman’s $100 million infusion into Immortals and Douyu’s pursuit of a $600 million to $700 million US listing.
  • Publisher-led esports events like the Overwatch League Grand Finals demonstrate that high-budget production can successfully drive fan engagement, though traditional sports marketing formulas often fail to resonate with gaming audiences.
  • Hasbro achieved a return to profitability by leveraging digital growth in Magic: The Gathering and Dungeons & Dragons, while Mattel faced revenue declines and workforce reductions.
SuperJoostJul 2018
Cover of Four out of Ten Games Are Purchased as Downloads: Germany
Article

Four out of Ten Games Are Purchased as Downloads: Germany

The German games industry experienced significant growth in 2017, with the total market value exceeding 3.3 billion euros for the first time, representing a 15 percent increase over the previous year.

  • The German games market surpassed 3.3 billion euros in 2017, marking the first time it has exceeded the 3-billion-euro threshold.
  • Digital downloads accounted for 42% of all game units sold for PC, consoles, and handhelds in 2017, up from 39% in 2016.
  • PC gaming is the primary driver of digital adoption, with nearly 8 out of 10 PC games purchased as downloads in 2017, a 10 percentage point increase from 2016.
game – Verband der deutschen Games-Branche e. V.Apr 2018
Cover of Mailbag 4 - Questions About the Game Industry - Extra Credits
6 min
Extra Credits6 min

Mailbag 4 - Questions About the Game Industry - Extra Credits

This discussion addresses a variety of inquiries regarding the game industry, ranging from professional development and design resources to market trends and corporate analysis.

  • Professional success in the game industry is driven by tangible output and functional prototypes rather than abstract concepts or academic degrees in fields like psychology or economics.
  • Aspiring designers should prioritize practical skill development and portfolio building, supplemented by foundational texts such as Jesse Shell’s 'The Art of Game Design: A Book of Lenses' and Don Norman’s 'The Design of Everyday Things'.
  • Digital distribution platforms like EA’s Origin are essential business model pivots necessitated by the ongoing decline of physical game sales.
Extra CreditsMay 2012
Cover of GungHo Business Report Vol. 34
Report6 pages

GungHo Business Report Vol. 34

GungHo Online Entertainment focuses on long-term growth through a four-pillar strategy: maximizing existing values, creating new values, partner publishing, and subsidiary business operations.

  • GungHo reported 17.2 billion yen in operating income for the first half of 2021, supported by consistent user engagement across mobile and console platforms.
  • The flagship Puzzle & Dragons series has reached over 90 million global downloads, serving as a primary pillar for the company's long-term revenue strategy.
  • Subsidiary GRAVITY is driving international growth through the Ragnarok franchise, highlighted by the launch of Ragnarok Origin in Japan and the expansion of Ragnarok X: Next Generation in Southeast Asia.
GungHo Online Entertainment
Cover of GungHo Online Entertainment Consolidated Financial Results for FY 2020
Financial report8 pages

GungHo Online Entertainment Consolidated Financial Results for FY 2020

GungHo Online Entertainment’s consolidated financial results for the 2020 fiscal year demonstrate a resilient performance characterized by growth in operating profit despite a slight decline in net sales.

  • GungHo Online Entertainment reported a 6.4% increase in operating profit to 30,157 million yen for FY 2020, despite a 2.5% year-on-year decline in net sales to 98,844 million yen.
  • The flagship title Puzzle & Dragons remains the primary revenue driver, reaching 56 million cumulative downloads in Japan by November 2020 through consistent updates and collaboration events.
  • Subsidiary GRAVITY Co., Ltd. bolstered financial performance through the successful regional launches of Ragnarok Origin in South Korea and Ragnarok X: Next Generation in Taiwan, Hong Kong, and Macau.
GungHo Online Entertainment
Cover of GungHo Online Entertainment Consolidated Financial Results: 1st Quarter FY 2021
Financial report7 pages

GungHo Online Entertainment Consolidated Financial Results: 1st Quarter FY 2021

GungHo Online Entertainment’s consolidated financial results for the first quarter of fiscal year 2021 demonstrate a period of sustained profitability driven by the enduring performance of its core mobile titles.

  • GungHo Online Entertainment reported Q1 2021 net sales of 29,146 million yen and an operating income of 10,572 million yen, yielding a 36.3% operating margin.
  • The company maintained a strong gross profit margin of 58.2% by focusing on live-service management and content updates for existing titles rather than new releases.
  • Flagship title Puzzle & Dragons reached over 57 million downloads in Japan by March 2021, bolstered by its 9th-anniversary event.
GungHo Online Entertainment
Cover of Consolidated Financial Results for FY 2021: Supplementary Material
Financial report8 pages

Consolidated Financial Results for FY 2021: Supplementary Material

GungHo Online Entertainment’s financial results for the 2021 fiscal year demonstrate a period of growth driven by the sustained performance of its flagship title, Puzzle & Dragons, and the successful expansion of its Ragnarok-related franchise.

  • GungHo Online Entertainment reported FY 2021 net sales of 104,626 million yen, a 5.8% year-over-year increase.
  • Operating profit grew by 8.8% to 32,802 million yen, resulting in an improved operating profit margin of 31.4%.
  • The company successfully offset a 12.1% increase in selling, general, and administrative expenses, driven by higher advertising and personnel costs.
GungHo Online Entertainment
Cover of GungHo Online Entertainment: Consolidated Financial Results for the 1st Quarter of FY 2024
Financial report5 pages

GungHo Online Entertainment: Consolidated Financial Results for the 1st Quarter of FY 2024

GungHo Online Entertainment’s consolidated financial results for the first quarter of fiscal year 2024 reflect a period of mixed performance characterized by steady engagement with core titles alongside a decline in total net sales.

  • GungHo reported Q1 2024 net sales of 25,736 million yen, a decrease of 1,729 million yen compared to the previous quarter.
  • Operating profit rose to 6,266 million yen, an increase of 1,946 million yen quarter-on-quarter, primarily due to reduced advertising costs and the absence of bonus payments.
  • The company achieved an operating profit margin of 24.3% in Q1 2024, up from 15.7% in the final quarter of 2023.
GungHo Online Entertainment
Cover of GungHo Online Entertainment Consolidated Financial Results for FY 2024
Financial report6 pages

GungHo Online Entertainment Consolidated Financial Results for FY 2024

GungHo Online Entertainment’s consolidated financial results for the 2024 fiscal year reflect a period of contraction characterized by a 17.3% year-on-year decline in net sales, which totaled 103,600 million yen.

  • GungHo Online Entertainment reported a 17.3% year-on-year decline in net sales to 103,600 million yen for FY 2024, primarily due to a reactionary drop in Ragnarok franchise revenue.
  • Operating profit fell by 37.3% to 17,491 million yen, causing the operating profit margin to contract from 22.2% to 16.8%.
  • Profit attributable to owners of the parent decreased by 32.0% year-on-year, totaling 11,171 million yen.
GungHo Online Entertainment